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NETGAMES
2006
ACM
16 years 1 months ago
Telebuddies on the move: social stitching to enhance the networked gaming experience
In this paper we report on our work to enable “laid-back” social interactions using television as a primary interaction medium and mobile devices that participate as a seconda...
Kris Luyten, Kristof Thys, Steven Huypens, Karin C...
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NETGAMES
2006
ACM
16 years 1 months ago
A relative delay minimization scheme for multiplayer gaming in differentiated services networks
Multiplayer gaming over the Internet continues to grow in popularity, despite a lack of Quality of Service (QoS) mechanisms. Future QoS-aware networks such as those based on the D...
Brian Carrig, David Denieffe, John Murphy
PPPJ
2006
ACM
16 years 1 months ago
Experiences with the development of a reverse engineering tool for UML sequence diagrams: a case study in modern Java developmen
The development of a tool for reconstructing UML sequence diagrams from executing Java programs is a challenging task. We implemented such a tool designed to analyze any kind of J...
Matthias Merdes, Dirk Dorsch
SAC
2006
ACM
16 years 1 months ago
A chat interface for human-agent interaction in MAST
In this paper we introduce a group-messaging interface that allows humans to efficiently interact with a group of agents through a hierarchical and customizable text protocol. Our...
Marco M. Carvalho, Matteo Rebeschini, James Horsle...
SIGMETRICS
2006
ACM
168views Hardware» more  SIGMETRICS 2006»
16 years 1 months ago
Throughput performance of popular JMS servers
The Java Messaging Service (JMS) facilitates communication among distributed software components according to the publish/subscribe principle. If the subscribers install filter r...
Michael Menth, Robert Henjes, Christian Zepfel, Se...
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